Object pooling
Reusable projectiles and effects are addressed by pool IDs, with configurable capacity and lifetime.
UNITY GAME & EDITOR TOOLKIT
A tower starts with a circle.
What you make of it is up to you.
Procedural content, creator tools, rapid prototyping, and gameplay systems.
Shape a tower with profile curves and palettes, then test it with timed shots.
WHAT YOU’RE EXPLORING
The original generator builds radial vertex loops, bridges them into faces, and fills the caps. Each floor gets its own transformed mesh. Change the resolution to see the geometry budget move.
TowerObject.UpdateShape · TheoryMathThis experience is built on a simplified version of the algorithms used in The Fire Ballers. The browser recreates procedural layers, profile curves, palette sequencing, rotating guards and bottom-up tower clearing with Three.js. It is not the original Unity game or its complete editor: external mesh import, arbitrary obstacle arc lists, Unity asset saving, stage authoring and the full player/AI systems belong to the original project.
BUILT FOR THE PEOPLE BUILDING THE GAME
The Fire Ballers is a hyper-casual game toolkit. Its tools take a tower from a set of numbers to a playable stage, with designers in control of the details.
BEYOND THE EDITOR
Reusable projectiles and effects are addressed by pool IDs, with configurable capacity and lifetime.
Path-driven movement and jumping, shooting, obstacle prediction, scoring, and configurable enemy decision-making.
Gameplay following, auto-fit and collision detection, plus a separate menu camera with acceleration and resistance.
Tower counters, animated UI, randomized audio variations, mobile vibration, scene managers and shared project settings.
Browser experience: React · TypeScript · Three.js · procedural BufferGeometry · OrbitControls · mesh raycasting · pooled projectiles. Developer mode reports the live renderer and switches its surfaces to wireframe.

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